[HN Gopher] Gaussian Frosting: Editable complex radiance fields ...
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Gaussian Frosting: Editable complex radiance fields with real-time
rendering
Author : hellohello2
Score : 100 points
Date : 2024-09-27 15:10 UTC (1 days ago)
(HTM) web link (anttwo.github.io)
(TXT) w3m dump (anttwo.github.io)
| peppertree wrote:
| I can see next paper where you use raytracing for refractive
| objects, pbr for hard surfaces, and gs for soft surfaces.
| adzm wrote:
| I can't be the only one who read "edible" in the title.
| Fascinating work regardless
| eep_social wrote:
| "frosting" is an extremely strong priming word for "edible" to
| the point that I suspect this must have been at least a happy
| accident they left if not completely intentional.
| ajdude wrote:
| Same here
| vessenes wrote:
| Paper includes a blender plugin. Very nice. To my non-
| professional eye, this looks like it works well enough for an
| indie game dev to give it a try. The method integrates with
| existing poly-based scenes, so the days of needing a digital hero
| model built by hand might be over soon. Now can you use a
| physical model, which is cool and fun.
|
| The general idea here by the way is to take one unconstrained
| Gaussian pass, hold those gaussians aside, then take another that
| focuses on densification (they call it regularization), trying to
| hard constrain the gaussians to the more dense areas of detail.
| That second set is called the frosting, and it has the nice
| properties of being smoother; you don't render with it, because
| it's too smooth. But you do use it to build your meshes. Then
| they do some magic to key the OG gaussians off the regularized
| ones, which I didn't understand.
|
| Upshot, this is basically SOTA or close for most Gaussian
| techniques, definitely SOTA for editable Gaussian techniques in
| terms of render quality, and also pretty fast -- training a model
| is something like 90 minutes on a V100. They mentioned in passing
| in the paper that you can use unconstrained mobile photos, and
| demo a few, but they didn't talk a lot about the pipeline there.
| There are just starting to be high quality pipelines that can
| estimate scene setups without high grade camera information --
| I'll be curious to look at the code and see what they do there.
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